After playing through Samurai II and Dojo mode(a lot) then going back to #1 and beating it again...I have to say this game is great but with the new control setup; for me it took the games uniqueness away that I loved most about #1. The controls made it boring(pretty quick) and a bit repetitive but I still grinded it out. Samurai II is a very beautiful game no doubt, and I am satisfied for what it is(straight hack in slash that requires good timing for combos, simple storyline, and A+ graphics). All in all, I agree with previous posters regarding the new control layout as well as everything Hodapps review. Sorry people but this is my opinion. I love the game as I did #1 but the controls fell flat quickly and made it feel like most hack in slash games on the iDevice. Regardless...I'd still highly recommend it to others. One last thing...I had to delete and re-install twice. I'm on a iTouch 4G with plenty of memory and as the 1st chapter was ending, the screen turned black and froze, not allowing me to progress any further. After going through the normal motions(restart, re-install, etc...) it hasn't happened since.
When I read S2V had switch to controls I already used in plenty games, and that I don't like that much (never been a console player), my interest in S2V drop down and I hadn't to read hodapp review to know that I would at least delay significantly my buy if I ever buy it. I haven't played the II but played part of the I. The point is hodapp review of the II could have been applied to the I. Except the controls originality. For me S1V had an interesting gimmick through original controls making forget the game was lacking of depth and was somehow repetitive and very linear. Those special controls focused my attention and allowed me ignore the linearity. For the repetitive feeling it was not real because I was in a constant learning curve and each minimal change in opponents was enough to capture my attention forcing me improve a bit more. But yeah that's just me, and I doubt my preferences match a mass of players.
Well said. That pretty much sums up my feelings on the controls in Samurai 1 to a "T". I still recommend Samurai 2 if you liked the 1st. Very well executed game and a steal at it's initial price!.
Here is a patent error and if really the 2 sell less well (something I highly doubt) than I'd say lesson learned and I hope conclusions will be taken. Don't ask reviewers or fans design the game for you, if they knew design games perhaps they would have started by their own and keep all the good idea for them. This is indie game area, you need luck and imagination to attract attention, following common people wish will just drag you down to very common game design idea already seen ton of time. Doing that you just drag yourself in a position of being in direct comparison and competition to a bunch of games, not a good idea for an indie game.
Argh... I can tell you guys didn't really spend much time play testing the final fight >.>" For one, Orochi's swing has some crazy hit boxes. His weapon's range is noticeably bigger than the actual weapon size, which makes positioning a pain. Another issues, is that a really simple way to beat him is to roll behind him and wack away and roll away before he does his 360 swing. Apparently this messed up the scripting because after I beat him, i had to take out 2 more waves of archers before the level ended. Each way also took around half to 1 min to spawn so that was kinda weird.. On another note: This is easily my favorite comic slide of this game =P I'm not sure if that line was intentional, but it's hilarious anyways =) I think I'll write up a mini guide for this game later today if I'm in the mood.
Opps, I didnt mean that fans and reviewers designing our game. Just that we listen to them and improving our games. Anyway Iknow what you mean, your points are valid
so, I bought it because I love the art style, and I got the first one as well. The only thing I didn't really care for with the first one was the controls. I really like the new control setup, but I was thinking about it and realized that it would be really fun to switch back and forth between the control setup that you already have and the original swipe setup. And, I never actually beat the first game, so I was wondering if it would be possible for you guys to update the first game, as well as this one, with both control schemes. I think this would appeal to most of the players here and I would be able to beat the first game and get the rest of the missing story. Anyways, awesome game, I love the art style and I can't wait to see what you guys do next!
just bought this... FREAKING AMAZING. there's a lot more button mashing than I thought there would be... a LOT more action... I've been stuck on the second boss ALL DAY... on normal difficulty... =o/
My walking death combo says Cloud cutting I have unlocked both and they even have different button presses but I'm pretty sure I'm doing walking death but it comes out as cloud cutting. EDIT: And I agree with the review that said that this game is difficult. Man the normal mode should be called hard and the hard mode should be called SUper hard or something. I keep dodging and rolling but there's only so much of it you can do until you are killed by a stray arrow. Maybe you can add a potion item or something because the enemies just keep on coming and after wave 7 or something, when my health is too low, seeing another wave of arrow guys just isn't fair because if I die, I have to start the whole damn thing over again which is incredibly frustrating.
Lol ok, the key is improving, I can't deny that if fans aren't all masters for that, many are quite good to pinpoint the bad details and made some suggestions to improve it efficiently, but that's different than designing a game, even a sequel.
In my opinion this is way better than Samurai 1, but 1 was way to hard i got stuck killing the 2nd general guy.... -_-
Sorry if I missed this, but is anyone having problems unlocking achievements when not playing online? I just completed level 3 and noticed it unlocked, but my level 1 and 2 are locked. I played offline at work today since I'm on an iPod touch. Did I miss something?
Made a quick and easy to comprehend guide for the kids that are having trouble =) http://forums.toucharcade.com/showthread.php?p=1372481#post1372481
Big fan of the first game, bought this one as soon as it came out and completed it today. It's entertaining for a while but I don't see myself playing this one ever again unlike the original. SPOILERS AHOY! I just beat the final boss after a good half hour or more of attempts. The final battle became a boring and frustrating exercise in dodge button mashing while trying to figure out the best strategy to beat Orochi. At first I tried to keep one archer alive to prevent respawns while hacking away at the big guy, but I encountered the same problems someone brought up earlier - Orochi's hit box for his swing is larger than the graphics indicate, and if you kill him you still have to deal with the waves of archers that spawn every minute or so, and more often than not one stray arrow is enough to put you down at that point. The archers are my biggest gripe gameplay wise. They are incredibly annoying in their accuracy and capability to break combos. The dual wielding swordsmen are the second most annoying enemy but they are not quite as cheap, although their three-strike attack is devastating especially when there are three of them together. Stylistically I also feel that something has been lost in the sequel. The first Samurai felt grounded in historical reality, its events inspired by the turbulence of Sengoku Jidai. Scheming daimyo, downtrodden peasants oppressed by bandits, wandering ronin, all set in a landscape reminiscent of a Japanese watercolor. Orochi's survival was the only question mark but it still made sense in the context of telling a good story. EDIT: what the heck happened to Orochi? When did he become the size of an elephant and powered by a deal with the devil? He was previously just another named henchman but clearly more intelligent in using guile to capture Daisuke. His cunning made his actions more despicable during the ending and provided sufficient motivation for Daisuke's next adventure. Now he's become another cartoonish villain who is the end boss just because. Samurai II takes a sharp turn into the fantastical, with the strong presence of the supernatural (Mikaboshi, the underworld, skeletons, a dragon) and technological (the flying fortress, contraptions like elevators and elaborate deathtraps). I understand the dev team's desire to explore new avenues in terms of setting and storytelling, but I found it odd that Daisuke took the idea of ringing a bell to summon a ship of the undead in stride whereas before he was driven by a simple sense of justice and the desire to defend those who could not defend themselves. The fact that his decision had unintended consequences made the first game all that more tragic and better for it. To sum up, Samurai II is certainly a strong game standing out in an ocean of mediocrity but it is nowhere near the classic that is Samurai: Way of the Warrior.
well game has a shortage for BOSSes theres not any boss (except ourch) in the game and thats really annoyance even i saw a yellow (or Golden) Dressed commander in the story of game but never met him